CarPack_Merge [Enhanced] 0.20.1
576
15
576
15
DISCLAIMER: This tool is provided AS-IS. It modifies your GTA V mods folder. Back up your mods folder and your dlclist.xml before your first merge. The author is not responsible for lost mods, broken installs, or corrupted saves. Use it in single player only.
Tested on: Steam, GTA V Enhanced, an Onigiri mods layout, with NaturalVision Evolved installed. That is the setup this was built and proven against, across a 140+ package merge. Other storefronts should behave identically, because the tool works from your game folder and your mod layout rather than from where you bought the game. The standard mods\update\x64\dlcpacks layout is fully supported and detected, it has simply had less real-world mileage than Onigiri so far. Any other layout, OpenRPF included, has not been tested: the tool will tell you it found no usable mod layout rather than guess at one. If something does not work on your setup, please file a bug report wherever you downloaded this, on GTA5-Mods or Nexus, and attach a diagnostics bundle. That is how the tested list gets longer.
CarPack_Merge
Add-on vehicles are brilliant right up until you have forty of them. Every pack is its own DLC, every one wants a line in dlclist.xml, and sooner or later two of them claim the same spawn name, the same handling id, or the same texture file. The game keeps one and quietly drops the other. Load times crawl. Something crashes on the way to the menu and there is nothing in any log that tells you which car did it.
CarPack_Merge takes all of those packs and builds them into a single multi-volume DLC pack the game loads as one. One dlclist entry per volume instead of forty. Every name collision found and put in front of you before anything is written, with plain English on what happens either way. Nothing is touched on disk until the whole pack has been built in a staging file and checked.
It reads .oiv, .zip, .rar, .rpf and plain folders, converts anything legacy into Enhanced format, and tells you what it did.
Important
Feature list
Requirements
Installation Instructions
Recommended, inside the launcher:
Standalone:
How to use it
Set the texture cap before your first deploy. A merged pack of HD vehicles carries several times the texture data of the stock vehicle set, and on a 6 GB card the game stops loading models after about a dozen of them are on screen and then crashes to desktop. Nothing is wrong with the models, the card is simply full. 1024 suits a 4 to 6 GB card, 2048 suits 8 GB, and it can be turned off entirely on a large card.
Known Issues actively being worked on:
Changelog
📦 v0.20.1 - Hardening (20 September 2026)
New:
Fixed:
📦 v0.17.3 - Mods and Sirens (12 September 2026)
📦 v0.17.1 - First public release (4 September 2026)
Credits
CodeWalker by dexyfex, which CarPack_Merge requires and which you install yourself. None of it is distributed with this tool. Thank you for the work that makes anything like this possible.
Add-On Vehicle Spawner by ikt, which the load test reads.
Guido Traffic Replacer by JeanPaul1987, which helps load the merged vehicles into traffic automatically.
☕Enjoying this tool? Buy me a coffee on Ko-fi
Tested on: Steam, GTA V Enhanced, an Onigiri mods layout, with NaturalVision Evolved installed. That is the setup this was built and proven against, across a 140+ package merge. Other storefronts should behave identically, because the tool works from your game folder and your mod layout rather than from where you bought the game. The standard mods\update\x64\dlcpacks layout is fully supported and detected, it has simply had less real-world mileage than Onigiri so far. Any other layout, OpenRPF included, has not been tested: the tool will tell you it found no usable mod layout rather than guess at one. If something does not work on your setup, please file a bug report wherever you downloaded this, on GTA5-Mods or Nexus, and attach a diagnostics bundle. That is how the tested list gets longer.
CarPack_Merge
Add-on vehicles are brilliant right up until you have forty of them. Every pack is its own DLC, every one wants a line in dlclist.xml, and sooner or later two of them claim the same spawn name, the same handling id, or the same texture file. The game keeps one and quietly drops the other. Load times crawl. Something crashes on the way to the menu and there is nothing in any log that tells you which car did it.
CarPack_Merge takes all of those packs and builds them into a single multi-volume DLC pack the game loads as one. One dlclist entry per volume instead of forty. Every name collision found and put in front of you before anything is written, with plain English on what happens either way. Nothing is touched on disk until the whole pack has been built in a staging file and checked.
It reads .oiv, .zip, .rar, .rpf and plain folders, converts anything legacy into Enhanced format, and tells you what it did.
Important
- GTA V Enhanced only. The legacy edition has not been tested. The pack format, the resource versions and the shaders are all different. That being said as long as you're not trying to go from Gen9 to Gen8, in theory it should be fine to merge.
- Single player only. Never load a merged pack into GTA Online.
- CodeWalker must already be installed.
- Back up first. Copy your mods folder and dlclist.xml somewhere safe before the first merge.
- The download is unsigned, so Windows SmartScreen will warn you the first time. Choose More info, then Run anyway.
Feature list
- 🚗 One pack from many. Forty add-on vehicle packs become one multi-volume DLC pack the game loads as a single entry.
- 🔍 Preview before anything is written. Reads every queued package and reports exactly what a deploy would do. Nothing touches your game until you say so.
- ⚖️ Every name collision, explained. Two packs claiming one spawn name, handling id or texture file are shown side by side with what happens if you import and what happens if you keep what is already there. A default is never treated as a decision.
- 🎨 Texture cap. Cap the largest texture the pack ships to fit your graphics card. Nothing is decoded, re-encoded or resampled, so quality at the capped size is exactly what the author produced.
- 📦 Deployed pack manager. See every vehicle in the pack you have built, with its package, handling id, size and whether it loaded last session. Exclude a car, re-import a package, remove one entirely, or edit its metadata fields.
- 🧪 Load test. Reads what Add-On Vehicle Spawner recorded in game and tells you which models loaded, which timed out and how long each one waited.
- 🩺 Diagnostics bundle. One click writes a zip with the logs, your settings and the pack inventory, and lists everything inside it so you can read it before you share it.
- 🧰 Portable. Everything the tool keeps lives in its own folder. Nothing is written to AppData, nothing to your temp folder, nothing left behind if you delete it.
- 🔒 Safe by construction. The pack is built in a staging file and only swapped in once it passes validation. Your previous dlc.rpf is kept beside the new one, and dlclist.xml is never touched unless the build succeeded.
Requirements
- Windows 10 or 11 (64-bit)
- GTA V Enhanced (legit copy from any storefront)
- CodeWalker installed on the same machine. Required.
- GTA V Mod Swap Mgmt (Recommended).
- Add-On Vehicle Spawner by ikt (optional).
- Guido Traffic Replacer by JeanPaul1987(optional).
- Several GB of free space beside the tool for scratch space while a merge is built.
Installation Instructions
Recommended, inside the launcher:
- Install GTA V Mod Swap Mgmt if you do not have it.
- Create a folder called CarPack_Merge inside the launcher's Apps directory, and drop CarPack_Merge.exe, gtavmodmgmt.app.json and README.md into it.
- Start it from the launcher. Your game folder and your CodeWalker path come across automatically. If Windows SmartScreen warns you, choose More info then Run anyway.
Standalone:
- Drop CarPack_Merge.exe into its own dedicated folder. It keeps its settings, logs and scratch space beside itself, so do not put it in your game directory.
- Run it. If Windows SmartScreen warns you, choose More info then Run anyway.
- Point it at your CodeWalker folder when it asks, then at the folder holding GTA5_Enhanced.exe. Both are remembered.
How to use it
- Source. Add the packs you want. Drag folders or archives straight onto the window. The pack already deployed is the baseline, so everything you add here is added to it, and nothing already in there is dropped unless you take it out yourself.
- Preview. Reads every package and reports what a deploy would do. It writes nothing. Editing the queue makes the preview stale and you run it again.
- Resolve. Any collision is shown with both outcomes in plain English. Decide each one, or accept the defaults deliberately.
- Deploy. Pre-flight runs its checks, then the pack is built and swapped in.
Set the texture cap before your first deploy. A merged pack of HD vehicles carries several times the texture data of the stock vehicle set, and on a 6 GB card the game stops loading models after about a dozen of them are on screen and then crashes to desktop. Nothing is wrong with the models, the card is simply full. 1024 suits a 4 to 6 GB card, 2048 suits 8 GB, and it can be turned off entirely on a large card.
Known Issues actively being worked on:
- None, please report any!
Changelog
📦 v0.20.1 - Hardening (20 September 2026)
New:
- Car Generators are now supported!! The spots vehicles park in,
are merged like any other package, and a package that ships both cars and
their parking spots carries both - View opens any deployed vehicle in CodeWalker with its own textures,
straight from the pack, without unpacking anything by hand - The load test asks the game for every deployed model in one launch and
reports each one it could not stream, per model, as it goes
Fixed:
- A package is written whole into one sub-pack file
- A texture a car asks for is looked for in every dictionary the install
streams, not only in the pack that ships the car - A vehicle whose own dictionary re-parents one the game already owns keeps
the chain its author wrote - A dictionary shipped over one the game already streams keeps that copy's
textures too, rather than replacing it and losing what it held - A texture that exists in several dictionaries is taken from the one the
author put it in - Mod shop rows and vehicle names that no file gives text for are given a
readable name - Carcols is read before the file that names its mod kits, so mod kits and
respray work on merged vehicles - A row for a car the pack ships nothing for is taken out rather than
refusing the build - Handling records are counted against both pools the game holds them in,
the way the boot crash counts them, so a merge that would not boot is
caught in pre-flight
📦 v0.17.3 - Mods and Sirens (12 September 2026)
- Corrected Emergency Lights and Sirens meta upon merge
- Corrected missing custom interiors being dropped upon merge
- Corrected tuner mods and mod shop options from being dropped upon merge
📦 v0.17.1 - First public release (4 September 2026)
- Merge any number of add-on vehicle packs into one multi-volume DLC pack
- Preview reports what a deploy would do before anything is written
- Every spawn name, handling id and streaming asset collision surfaced with both outcomes explained
- Texture cap with per-card guidance
- Deployed pack manager with per-vehicle exclusion, re-import, removal and metadata editing
- In-game load test reading Add-On Vehicle Spawner results
- Unattended mode with distinct exit codes
- Diagnostics bundle that lists its own contents
- Fully portable, nothing written outside the tool's own folder
Credits
CodeWalker by dexyfex, which CarPack_Merge requires and which you install yourself. None of it is distributed with this tool. Thank you for the work that makes anything like this possible.
Add-On Vehicle Spawner by ikt, which the load test reads.
Guido Traffic Replacer by JeanPaul1987, which helps load the merged vehicles into traffic automatically.
Først uploadet: 8. september 2026
Sidst opdateret: 20. september 2026
Last Downloaded: 1 hour ago
5 Kommentarer
DISCLAIMER: This tool is provided AS-IS. It modifies your GTA V mods folder. Back up your mods folder and your dlclist.xml before your first merge. The author is not responsible for lost mods, broken installs, or corrupted saves. Use it in single player only.
Tested on: Steam, GTA V Enhanced, an Onigiri mods layout, with NaturalVision Evolved installed. That is the setup this was built and proven against, across a 140+ package merge. Other storefronts should behave identically, because the tool works from your game folder and your mod layout rather than from where you bought the game. The standard mods\update\x64\dlcpacks layout is fully supported and detected, it has simply had less real-world mileage than Onigiri so far. Any other layout, OpenRPF included, has not been tested: the tool will tell you it found no usable mod layout rather than guess at one. If something does not work on your setup, please file a bug report wherever you downloaded this, on GTA5-Mods or Nexus, and attach a diagnostics bundle. That is how the tested list gets longer.
CarPack_Merge
Add-on vehicles are brilliant right up until you have forty of them. Every pack is its own DLC, every one wants a line in dlclist.xml, and sooner or later two of them claim the same spawn name, the same handling id, or the same texture file. The game keeps one and quietly drops the other. Load times crawl. Something crashes on the way to the menu and there is nothing in any log that tells you which car did it.
CarPack_Merge takes all of those packs and builds them into a single multi-volume DLC pack the game loads as one. One dlclist entry per volume instead of forty. Every name collision found and put in front of you before anything is written, with plain English on what happens either way. Nothing is touched on disk until the whole pack has been built in a staging file and checked.
It reads .oiv, .zip, .rar, .rpf and plain folders, converts anything legacy into Enhanced format, and tells you what it did.
Important
Feature list
Requirements
Installation Instructions
Recommended, inside the launcher:
Standalone:
How to use it
Set the texture cap before your first deploy. A merged pack of HD vehicles carries several times the texture data of the stock vehicle set, and on a 6 GB card the game stops loading models after about a dozen of them are on screen and then crashes to desktop. Nothing is wrong with the models, the card is simply full. 1024 suits a 4 to 6 GB card, 2048 suits 8 GB, and it can be turned off entirely on a large card.
Known Issues actively being worked on:
Changelog
📦 v0.20.1 - Hardening (20 September 2026)
New:
Fixed:
📦 v0.17.3 - Mods and Sirens (12 September 2026)
📦 v0.17.1 - First public release (4 September 2026)
Credits
CodeWalker by dexyfex, which CarPack_Merge requires and which you install yourself. None of it is distributed with this tool. Thank you for the work that makes anything like this possible.
Add-On Vehicle Spawner by ikt, which the load test reads.
Guido Traffic Replacer by JeanPaul1987, which helps load the merged vehicles into traffic automatically.
☕Enjoying this tool? Buy me a coffee on Ko-fi
Tested on: Steam, GTA V Enhanced, an Onigiri mods layout, with NaturalVision Evolved installed. That is the setup this was built and proven against, across a 140+ package merge. Other storefronts should behave identically, because the tool works from your game folder and your mod layout rather than from where you bought the game. The standard mods\update\x64\dlcpacks layout is fully supported and detected, it has simply had less real-world mileage than Onigiri so far. Any other layout, OpenRPF included, has not been tested: the tool will tell you it found no usable mod layout rather than guess at one. If something does not work on your setup, please file a bug report wherever you downloaded this, on GTA5-Mods or Nexus, and attach a diagnostics bundle. That is how the tested list gets longer.
CarPack_Merge
Add-on vehicles are brilliant right up until you have forty of them. Every pack is its own DLC, every one wants a line in dlclist.xml, and sooner or later two of them claim the same spawn name, the same handling id, or the same texture file. The game keeps one and quietly drops the other. Load times crawl. Something crashes on the way to the menu and there is nothing in any log that tells you which car did it.
CarPack_Merge takes all of those packs and builds them into a single multi-volume DLC pack the game loads as one. One dlclist entry per volume instead of forty. Every name collision found and put in front of you before anything is written, with plain English on what happens either way. Nothing is touched on disk until the whole pack has been built in a staging file and checked.
It reads .oiv, .zip, .rar, .rpf and plain folders, converts anything legacy into Enhanced format, and tells you what it did.
Important
- GTA V Enhanced only. The legacy edition has not been tested. The pack format, the resource versions and the shaders are all different. That being said as long as you're not trying to go from Gen9 to Gen8, in theory it should be fine to merge.
- Single player only. Never load a merged pack into GTA Online.
- CodeWalker must already be installed.
- Back up first. Copy your mods folder and dlclist.xml somewhere safe before the first merge.
- The download is unsigned, so Windows SmartScreen will warn you the first time. Choose More info, then Run anyway.
Feature list
- 🚗 One pack from many. Forty add-on vehicle packs become one multi-volume DLC pack the game loads as a single entry.
- 🔍 Preview before anything is written. Reads every queued package and reports exactly what a deploy would do. Nothing touches your game until you say so.
- ⚖️ Every name collision, explained. Two packs claiming one spawn name, handling id or texture file are shown side by side with what happens if you import and what happens if you keep what is already there. A default is never treated as a decision.
- 🎨 Texture cap. Cap the largest texture the pack ships to fit your graphics card. Nothing is decoded, re-encoded or resampled, so quality at the capped size is exactly what the author produced.
- 📦 Deployed pack manager. See every vehicle in the pack you have built, with its package, handling id, size and whether it loaded last session. Exclude a car, re-import a package, remove one entirely, or edit its metadata fields.
- 🧪 Load test. Reads what Add-On Vehicle Spawner recorded in game and tells you which models loaded, which timed out and how long each one waited.
- 🩺 Diagnostics bundle. One click writes a zip with the logs, your settings and the pack inventory, and lists everything inside it so you can read it before you share it.
- 🧰 Portable. Everything the tool keeps lives in its own folder. Nothing is written to AppData, nothing to your temp folder, nothing left behind if you delete it.
- 🔒 Safe by construction. The pack is built in a staging file and only swapped in once it passes validation. Your previous dlc.rpf is kept beside the new one, and dlclist.xml is never touched unless the build succeeded.
Requirements
- Windows 10 or 11 (64-bit)
- GTA V Enhanced (legit copy from any storefront)
- CodeWalker installed on the same machine. Required.
- GTA V Mod Swap Mgmt (Recommended).
- Add-On Vehicle Spawner by ikt (optional).
- Guido Traffic Replacer by JeanPaul1987(optional).
- Several GB of free space beside the tool for scratch space while a merge is built.
Installation Instructions
Recommended, inside the launcher:
- Install GTA V Mod Swap Mgmt if you do not have it.
- Create a folder called CarPack_Merge inside the launcher's Apps directory, and drop CarPack_Merge.exe, gtavmodmgmt.app.json and README.md into it.
- Start it from the launcher. Your game folder and your CodeWalker path come across automatically. If Windows SmartScreen warns you, choose More info then Run anyway.
Standalone:
- Drop CarPack_Merge.exe into its own dedicated folder. It keeps its settings, logs and scratch space beside itself, so do not put it in your game directory.
- Run it. If Windows SmartScreen warns you, choose More info then Run anyway.
- Point it at your CodeWalker folder when it asks, then at the folder holding GTA5_Enhanced.exe. Both are remembered.
How to use it
- Source. Add the packs you want. Drag folders or archives straight onto the window. The pack already deployed is the baseline, so everything you add here is added to it, and nothing already in there is dropped unless you take it out yourself.
- Preview. Reads every package and reports what a deploy would do. It writes nothing. Editing the queue makes the preview stale and you run it again.
- Resolve. Any collision is shown with both outcomes in plain English. Decide each one, or accept the defaults deliberately.
- Deploy. Pre-flight runs its checks, then the pack is built and swapped in.
Set the texture cap before your first deploy. A merged pack of HD vehicles carries several times the texture data of the stock vehicle set, and on a 6 GB card the game stops loading models after about a dozen of them are on screen and then crashes to desktop. Nothing is wrong with the models, the card is simply full. 1024 suits a 4 to 6 GB card, 2048 suits 8 GB, and it can be turned off entirely on a large card.
Known Issues actively being worked on:
- None, please report any!
Changelog
📦 v0.20.1 - Hardening (20 September 2026)
New:
- Car Generators are now supported!! The spots vehicles park in,
are merged like any other package, and a package that ships both cars and
their parking spots carries both - View opens any deployed vehicle in CodeWalker with its own textures,
straight from the pack, without unpacking anything by hand - The load test asks the game for every deployed model in one launch and
reports each one it could not stream, per model, as it goes
Fixed:
- A package is written whole into one sub-pack file
- A texture a car asks for is looked for in every dictionary the install
streams, not only in the pack that ships the car - A vehicle whose own dictionary re-parents one the game already owns keeps
the chain its author wrote - A dictionary shipped over one the game already streams keeps that copy's
textures too, rather than replacing it and losing what it held - A texture that exists in several dictionaries is taken from the one the
author put it in - Mod shop rows and vehicle names that no file gives text for are given a
readable name - Carcols is read before the file that names its mod kits, so mod kits and
respray work on merged vehicles - A row for a car the pack ships nothing for is taken out rather than
refusing the build - Handling records are counted against both pools the game holds them in,
the way the boot crash counts them, so a merge that would not boot is
caught in pre-flight
📦 v0.17.3 - Mods and Sirens (12 September 2026)
- Corrected Emergency Lights and Sirens meta upon merge
- Corrected missing custom interiors being dropped upon merge
- Corrected tuner mods and mod shop options from being dropped upon merge
📦 v0.17.1 - First public release (4 September 2026)
- Merge any number of add-on vehicle packs into one multi-volume DLC pack
- Preview reports what a deploy would do before anything is written
- Every spawn name, handling id and streaming asset collision surfaced with both outcomes explained
- Texture cap with per-card guidance
- Deployed pack manager with per-vehicle exclusion, re-import, removal and metadata editing
- In-game load test reading Add-On Vehicle Spawner results
- Unattended mode with distinct exit codes
- Diagnostics bundle that lists its own contents
- Fully portable, nothing written outside the tool's own folder
Credits
CodeWalker by dexyfex, which CarPack_Merge requires and which you install yourself. None of it is distributed with this tool. Thank you for the work that makes anything like this possible.
Add-On Vehicle Spawner by ikt, which the load test reads.
Guido Traffic Replacer by JeanPaul1987, which helps load the merged vehicles into traffic automatically.
Først uploadet: 8. september 2026
Sidst opdateret: 20. september 2026
Last Downloaded: 1 hour ago






This file has been approved automatically. If you think this file should not be here for any reason please report it.
please do this for legacy
@MrBene Thank you for the stars!! I'll possibly be able to do a reversal flow via a toggle or version detection, something I'll have to mess around with
This tool is insane !! I need it for legacy so much!!
It needs an option to turn off Enhanced conversion! Thanks for your hard work
@guelex Thank you so much for the kind words and review!! I do have something cooking for the Legacy folks, no ETA though but stay tunned!